Advanced Rule Poll

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What do you think of an Advanced Rule set

These Advanced Rules seem fair
17
77%
These Advanced Rules seem broken
1
5%
I do not want to see any Advanced rules
4
18%
 
Total votes: 22
GM-Phil
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Advanced Rule Poll

Post by GM-Phil »

Please read through these at your lesisure at vote in the Poll.. Your opinions and comments are very desired.!

Perks (general abilities anyone could receive)
* +1 LP (max 2 times)

* +2 Combat reflexes (max 2 times) Under Discussion

* +1 Read/Write Language

* “Scavenger” – Choose 1 primary and 1 secondary resource OR 1 Mystic resource at the beginning of each event that you managed to scavenge during your downtime.

* “Mule” – May carry 3 additional resources on your person. (max 1)

* Diverse Training” – May purchase a Lvl 1 Discipline from a different lifestyle (except chieftain/bureaucrat).

* “Squirmy” – Reduce the time to escape from Normal bonds by ½. (max 1)

* “Hardy” – Always reduce a resurrection chip draw by 1 chip before any other additions or subtractions (min of 1 chip). (max 1)

* "Survivalist" - Pick one basic item that for your character requires no upkeep. If that item is destroyed, choose another basic item. (max 2)

* "Lightfoot" - While carrying another character, you may move at any speed.

* “Packhorse” – You may now carry 2 people at one time rather than only one.

* “Helping Hand” – Can reduce the time of any skill another person with a charge/completion time greater than one minute by ¼, as long as contact is maintained. Time can be reduced to one half if both players have the skill being used. This skill has no effect upon the helping hand’s own skills (ie cannot be used on self) and cannot be used on spells or the brew time of potions (Though it can be used to reduce the mixing and ingredient time). Note: any skills that reduce time are factored after this skill and minimum time rules still apply.

Specialties (Path or Discipline specific add-ons – must have original skill to buy improved one)

Empath –
Improved Upkeep Magic Item (Basic) – Through their advanced knowledge a character with this skill can now create up to 4 Magic components per game without the need of a Mystic Resource, they have learned to use their raw natural magic to do it. They can still break down Mystic as normal as well.

Improved Transference (Basic) – Through their advanced knowledge a character with this skill has learned how to heal badly wounded comrades. The Empath may now transfer life into those with LP totals no worse than -12.

Improved Fear (Advanced) – Through their advanced knowledge a character with this skill may now spend 2 LP to do a Lash Magic Fear.

Improved Concentrate Magic (Advanced) – Through their advanced knowledge a character may now spend 1 Lp to throw "3 Magic".(Not considered a Channel).

Improved Gather Essence (Master) – Through their advanced knowledge a character with this skill may now Gather the Essence of someone and if successful no longer returns under the effects of Starving.

Improved Greater Channel (Master) – Through their advanced knowledge a character with this skill may now after charging for 30 seconds decide to throw a “15 Magic”, or a “5 Magic Vorpal”, or a “5 Magic Crush”. Feedback desired (The Vorpal and Crush abilities of this skill are not considered Channels).

Healer –
Improved Healing (Basic) – Through their advanced knowledge a character with this skill is no longer disrupted from Healing a target by damage or other calls. They are only disrupted if they are dropped to 0 or lower life or move away from their target.

Improved Cure Disease (Basic) – Through their advanced knowledge a character with this skill may now spend 2 LP to Cure Disease or spend the 5 minutes if desired. Under Discussion

Improved Transfusion (Advanced) – Through their advanced knowledge a character with this skill may now Transfer life to a target whose life point total is no less than -15 LP.

Improved Cure Poison (Advanced) – Through their advanced knowledge a character with this skill may now spend 2 LP to Cure Poison or spend the 5 minutes if desired. Under discussion

Improved Torture (Master) – Through their advanced training the torturer may now ask up to 3 questions of the target before having to Torture again.

Improved Mass Heal (Master) – Through their advanced knowledge a character with this skill may now heal up to 4 people at one time or if concentrating all their healing on one target may heal them in ½ the time (ie 1 minute to half and 2 minutes to full). (With this skill you do not gain the benefits of the Improved Basic Healing skill if you have it.)

Rogue –
Improved Spot (Basic) – Through their advanced knowledge a character with this skill may now spend 60 seconds to conceal a “tiny” item on their body that cannot be found, except for another character with Improved Spot who searches you for 2 minutes. Feedback desired

Improved Pick Simple Locks (Basic) – Through their advanced knowledge a character with this skill reduces the time it takes to pick simple locks in ½.

Improved Barter (Advanced) – Through their advanced knowledge a character with this skill knows how to “acquire” things well. They now receive 1 cloth, 2 supplies, and 3 food at the beginning of every event.

Improved Create Trap/Disarm Trap (Advanced) – Through their advanced knowledge a character with this skill reduces the time required to set or disarm traps by ½.

Improved Pick Complex Locks (Master) – Through their advanced knowledge a character with this skill reduces the time to pick complex locks by ½ and may spend 1 LP to instantly pick a simple lock.

Improved Avoid Trap (Master) – Through their advanced knowledge a character with this skill is immune to Trap damage and may also spend 1 LP to resist any lash attack.

Sage –
Improved Basic Research (Basic) – Through their advanced knowledge a character with this skill may now research 2 things between events instead of 1, and if only 1 thing is researched, the time is reduced for that one research item. Opinions?

Improved Utilize Resource (Basic) – Through their advanced knowledge a character with this skill counts as one Wealth level higher than what they check out as. (Must check out at Minimum of Common wealth to get this boon.)

Improved Augment (Advanced) – Through their advanced knowledge a character with this skill may now give out one Improved Augment that can stack with either a Talisman or Transmutation enhancement, but not another Empirical.

Improved Waylay (Advanced) – Through their advanced knowledge a character with this skill the knockout call is increased to 3 instead of 1.

Improved Recall (Master) – Through their advanced knowledge a character with this skill always counts as an additional sage for purposes of receiving hints. (This stacks with other skills that work the same way.) They also reduce the time by 5 minutes.

Improved Mimic (Master) – Through their advanced knowledge the character with this skill may now Mimic up to 2 basic path skills, or 2 1st level disciplines (or even mix and match. ie 1 basic path skill and 1 1st level discipline.) Or you may Mimic one Perk with the following exceptions (Diverse Training, Scavenger) These Mimics follow all the rules of the original Mimic Skill. You must spend time to Mimic both abilities. In addition, you may not Mimic the same skill more than once at a time.

Warrior –
Improved Determination (Basic) – Through their advanced knowledge a character with this skill may still walk, talk, and carry another person while in the negatives. They may not block incoming damage or use any skills or attack.

Improved Hold Ground (Basic) – Through their advanced knowledge a character with this skill treats attacks to the back the same as attacks to the front. (Still only works for melee attacks.)

Improved Endurance (Advanced) – Through their advanced knowledge a character with this skill may continue to block damage while in the negatives, but still may not use skills or attack.

Improved Defensive Matrix (Advanced) – Through their advanced knowledge a character with this skill reduces all damage from the back and front by 1, but may not move while using this specialty.

Improved Parry (Master) – Through their advanced knowledge a character with this skill may now Parry Lash attacks with a number attached to them.

Improved Combat Reflexes (Master) – Through their advanced knowledge a character with this skill may now refresh all their Combat Reflexes in 2 minutes, per the combat reflexes limitations.


Also for note when reading the Improved akills, assume you will be able to use the older version of the skill as well as the newer version of the skill unless it is not possible by the wording of the new skill. ex. if the new skill says you may spend a LP to throw for "X Magic" and the old skill says you may throw "Magic Fear".. you may choose to do either with a LP (But not both with a single LP).
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Rhul
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Post by Rhul »

You know already that I think your "perk" idea is cool, but I still thought I should vote. 'Course, like we joked about before, there's always gonna be someone who hates them because they don't "make it easier for them to win as a character" by upping raw damage output.

Still, I support it. I always thought we should make characters abilities more "useful" by expanding upon the established rather than just making them crazy killing machines.
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Aurora
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Post by Aurora »

It's long been known I'm not a super huge fan of the advanced rules because it takes away form the premise of why FH was created in the first place.

I'll go with the flow if they are even implemented, but make certain this are balanced and all the cheesy loop holes are fixed way before they are brought into the game.

-Julie
Aurora Darksbane

Mage Hunter of the Old Code
Caldonian Genderman
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